The Light and How to Swing It: Patch 3.1 and you

For the rest of us, it'll be a brave new world and a time to relearn a few things. First off, we'll all be getting free respecs, which is good because the talent trees have changed considerably, particularly Protection and a bit of Retribution. Holy didn't get shaken up too much, but it did get a solid nerfing, so some Holy Paladins might want to ditch the tree for something else. Or not. Patch 3.1 will also introduce Dual Specs, which will allow players to have two different, toggleable talent trees for the special price of 1,000 Gold. So yeah, Holy Paladins can grumpily keep being Holy with the option to switch to another spec like a Transformer. I suppose the best way to go about this is to look at what's in store for Paladins per spec, so let's get right to it.
HOLY
Blizzard swung the nerf bat hard, and Holy unfortunately got whacked. This is in no small part due to the fact that Holy Paladins dominated Arenas in Season 5, with half a second Holy Lights healing for a gajillion points forcing everyone to rock back and forth in a fetal position sucking their thumbs. Healing Paladins will have to adjust to this change quite a bit, with some baseline talents adjusted, as well.
One big baseline change is how Sacred Shield can now only affect one target at a time, which lowers its versatility but redirects the Paladin back to being single target specialists. With the rework to Infusion of Light (no longer reduces cast time of Holy Light but instead increases crit chance), Paladins lose out on the fast heals, but return to large nukes that crit like monsters. The higher crit will improve sustainability through Illumination, compensating for the hardly palpable loss of Spiritual Attunement, which will become a deep Protection talent. You may not feel its loss now, but with the promised raidwide pain in Ulduar, you just might. Raiding healers will simply return to their roots -- reawakening preemptive awareness instead of the reactive mindset instilled by fast-cast nukes. It'll be just like the old days, except we've got Beacon of Light.
In PvP, things will be a little less fun. More crit on Holy Light isn't going to be of any use if you can't get to cast it. Enlightened Judgements no longer increase the range of the premiere PvP Judgement, so healers won't be able to engage right away or limit opponents' movement from afar. These nerfs along with buffs to other classes should help balance class (or spec) representation in Arenas, which started this whole nerfing nonsense in the first place.
Holy glyphs
The first big downer is that Glyph of Holy Light can no longer crit, which sucks but at least it won't be as embarrassing when a Discipline Priest posts the Overhealing Done. That said, this glyph is still our best healing glyph. So the first two Major Glyph slots are pretty much locked in with Glyph of Holy Light and Glyph of Seal of Light, but the third slot is now an interesting choice with a host of new glyphs in Patch 3.1. Seal of Wisdom might still be a contender, particularly in Ulduar, which Blizzard has specifically designed to challenge players' abilities to manage their mana.
Glyph of Divinity is going to be an extremely tempting choice, especially coupled with the reworked minor glyph, the Glyph of Lay on Hands which lowers the cooldown of our OH $#!+ button by 5 minutes. With 2/2 Improved Lay on Hands, that's a potential reset (depending on your target) every 11 minutes. That's practically every boss encounter. The new Glyph of Beacon of Light saves considerable mana, as well. There's the option to shave a second off Holy Shock's cooldown, too, so that just might float some boats. Overall, there are pretty decent choices for raiding Holy Paladins.
Tier 8
While the new armor sets from Ulduar may look pretty good and are definite upgrades stats-wise from T7/7.5, the set bonuses aren't so hot. Let's take a look at the 2- and 4-piece bonuses:
Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock's heal amount over 9 sec.
At first glance it looks cool. Paladins always get excited with Heal over Time effects. But upon closer inspection, you'll realize how much junk it is. First of all, it only procs off a crit on Holy Shock -- yet another effect that 'encourages' healing Paladins to use Holy Shock and hope it crits. I don't understand why Blizzard insists on building things around Holy Shock crits. Second, the HoT itself is piddly. I mean, it's 15% of your Holy Shock crit. I'll let you do the math, but trust me when I use the word piddly. Note that the Glyph of Holy Shock doesn't do jack for crit, so repeat after me: piddly.
Your Sacred Shield can now trigger its effect every 4 sec instead of every 6.
This was thankfully changed from the old bonus which increased Sacred Shield's effect by 10%. We're not even going to go there. This bonus, on the other hand, is pretty cool. Considering we won't be throwing out half-a-second Holy Lights anymore, the mitigation provided by Sacred Shield becomes doubly valuable. The idea is to maintain a 100% uptime for Sacred Shield, and having it proc every 4 seconds gives us a lot more breathing room. Going for the 4-piece bonus negates the 2-piece bonus of Tier 7, which increases Holy Shock crit by 10% which actually helps the 2-piece Tier 8 bonus. Funny how that works out.
The skinny
Overall, Holy doesn't actually get hit that hard in PvE. It just requires a different attitude. Without the benefit of fast heals, Paladin healers will need to return to their precognitive state and throw big nuke heals ahead of time... usually on the Main Tank who's likely to get beaten down hard. The good news is that we still have access to some burst healing courtesy of Holy Shock and proc-reliant instant Flash of Lights. Just remember to keep Sacred Shield up, and things should be rosy.
In PvP, however, Holy Paladins will get taken down a proper notch, literally losing a step as casting Holy Lights will actually need a bit of juking once again. Dispellable Divine Plea also means opponents will actually manage to burn down Holy Paladin mana more efficiently (read: they actually can now). The reworked Aura Mastery brings a cooldown skill into the mix, making it more interesting. Holy Paladins will still be a force to be reckoned with in Arenas, as long as they're played right.
Filed under: Paladin, Patches, Analysis / Opinion, Guides, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 5)
twh Apr 13th 2009 1:26AM
"priests in plate" was what I mean. Stupid comments, don't let us fix our typos.
Task Apr 12th 2009 7:21PM
It looks like for me at least, that Prot will be the way to go as a switch for Retribution, and I have never been Holy so it is a nice change I think.
Ferarro Apr 12th 2009 7:23PM
Glyph of Seal of Light is not in the Top 3 for raiding Glyphs.
trogdor7 Apr 12th 2009 9:14PM
I came down here to post the same thing. You can get much more than 5% more healing done from Glyph of Seal of Wisdom.
david Apr 12th 2009 9:34PM
/agree
Dah Apr 13th 2009 12:48AM
Agreed. No mention of Glyph of Flash of Light? Seriously? 5% additional crit on one of the primary heals?
I know with good gear, aiming for more holy lights is the goal, but considering how mana efficient the spell is and what mana may look like in Ulduar (particularly after we lose the 4pT7 bonus), I wouldn't be surprised if there are more FoLs being used. The extra int and crit from better gear may compensate a bit, but I guess we'll see.
Moo Apr 13th 2009 1:33PM
The top 3 major glyph choices for raiding holy pallies are, IMO, the same 3 that I have right now
Glyph of Holy Light
Glyph of Seal of Wisdom
Glyph of Divinity
Glyph of Seal of Light isn't in the top 5 for me. I'd take the FoL glyph over that one for the reasons noted directly above and I'd probably take the Beacon glyph over Seal of Light as well.
Sibe Apr 12th 2009 7:27PM
IMO, one reason Holy has done so well this season is because of how the season has worked. Holy Paladins has had the speed and the big heals to keep up with all the burst damage, as well as skills like bubble and bop... the arena games really don't last long in general now days and that is the environment in which those abilities (bubble/bop) are best in.
In general I'd say Holy has been more balanced, they got nerfs like you mentioned... But also buffs like a 5% haste buff to IoL, Aura Mastery, or Protection got majorly buffed for a Holy PVP build (or PVE build, even though losing the crit from ret sucks for both areas).
It sucks though that with Infusion of Light change and removal of down-ranking (back in 3.0) that there will no synergy with HL in both PVP and PVE... Because most of the time players won't be using Holy Light twice in 15seconds. IoL help with that since it made HLs fast.
bowlarious Apr 12th 2009 7:33PM
ahem. dual specs are totally not coming out with the patch.
Awf Apr 14th 2009 8:27PM
I'm guessing you don't keep up with news very much...
Heilig Apr 12th 2009 8:19PM
ahem. They're totally already functional on the ptr and in the files your background downloader has already put on your computer.
Ferarro Apr 12th 2009 7:37PM
And +Hit > Expertise.
Zach Apr 12th 2009 7:41PM
Absolutely true. On the other hand, capping your Hit is one of the best things you can do for your DPS even before you step into Naxxramas. I don't see why you'd be raiding Ulduar lacking +Hit.
Ferarro Apr 12th 2009 7:49PM
Because prior to 3.1, you didn't need any +Hit and the top Ret paladins gemmed and enchanted for all Strength. +Hit is jumping straight to #1 with the patch, which is the major change.
Zach Apr 12th 2009 8:07PM
+Hit jumping ahead of Strength in stat weight, you mean? I suppose that's correct, but I'd personally always placed a premium in hardcapping +Hit without having to gem or enchant for it. Certain gear will see you hardcap Hit, anyway. It'll become even easier in Ulduar, as a lot of pieces seem to have +Hit.
Heilig Apr 12th 2009 8:21PM
The reason hit is overtaking strength is because hit is percentage based and strength is not. The more strength you have, the lower the impact of each point of strength on a percentage basis. 3% hit is always 3% hit, regardless of the rest of your stats, meaning it will scale with every other stat you have, unlike strength.
Smart paladins already have plenty of hit and expertise on their gear and simply gem for strength. That is NOT the same as saying strength is better than hit, because hit has a higher stat weight when using seal of blood already. If you were raiding with an extra 8% strength and 0 hit, you were doing less damage than someone who is hit capped and lacks 9% strength because (surprise) hit affects all our damage and strength only increases our damage partially since they also scale off of spellpower.
Current top-end paladins don't ignore hit, they just don't gem for it because they already have plenty on their gear.
Ferarro Apr 12th 2009 8:36PM
'Current top-end paladins don't ignore hit, they just don't gem for it because they already have plenty on their gear."
That's ignoring hit. It's essentially automatic. Kind of like how you ignore breathing, but it still happens. Ignoring =/= avoiding.
Ferarro Apr 12th 2009 8:30PM
Anyway, the main point was that right now in 3.0, +Hit isn't required for raiding in the least; You could theoretically run with zero Hit and do just fine (in relative to Warriors, Rogues, etc.). But come 3.1 it'll be our #1 stat. That's a massive and very important jump. I was just suggesting that, if you were to advise Ret Paladins out there to start grabbing a new stat, it should be +Hit.
Heilig Apr 12th 2009 8:35PM
"That's ignoring hit. It's essentially automatic. Kind of like how you ignore breathing, but it still happens."
No, not when you pick your gear set to make sure you stay hit capped with what's on your gear. You don't just randomly pick your gear based on whatever looks good, do you? Ignoring =/= not gemming. There's a reason the crafted helm is 2nd BiS. Hint: It's not the strength.
Heilig Apr 12th 2009 8:37PM
"Anyway, the main point was that right now in 3.0, +Hit isn't required for raiding in the least; You could theoretically run with zero Hit and do just fine (in relative to Warriors, Rogues, etc.)"
Oh, awesome, that sounds great and simple. Why don't you link some of these top ret paladins who don't bother with hit and just gear for straight strength? Or maybe some of their WWS parses where they do fine relative to warriors?
I'd love to see them, I'm probably not the only one, either.